Server-side scenario execution: new Rudder.Core.dll, realtime/planstore glue removed
- Rudder.Core.dll rebuilt from csharp-sdk effects rewrite (96,768 bytes) - Realtime/ adapters, UnityRealtimeTransportFactory, UnityPlanStateStore, UnityPlanScheduler, WebGL jslib and RealtimeUrl config deleted (with .meta) - Scenarios sample rewired to client.Effects; samples login path updated - AGENTS.md/README/CHANGELOG/package docs + agent skill updated; realtime.md skill doc removed
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Threading.Tasks;
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using RudderSdk.Core.Models.Stores;
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using UnityEngine;
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using RudderSdk.Unity;
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namespace RudderSdk.Unity.Samples
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{
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public class StoreInventorySample : MonoBehaviour
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{
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[SerializeField] string nickname = "Player";
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[SerializeField] string region = "global";
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[SerializeField] string language = "en";
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readonly SamplePage _page = new SamplePage(
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"Store & Inventory",
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"List store offers, purchase one, then refresh wallets and inventory.");
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IReadOnlyList<Store> _stores = Array.Empty<Store>();
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void Start()
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{
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_page.Run(this, async () =>
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{
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await Rudder.Initialize().Auth.LoginWithDeviceAsync(region, language, nickname);
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_page.Log("Signed in");
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await LoadCatalog();
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await LoadInventory();
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});
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}
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void OnGUI()
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{
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_page.Draw(() =>
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{
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GUILayout.BeginHorizontal();
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if (_page.Button("Refresh catalog"))
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_page.Run(this, LoadCatalog);
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if (_page.Button("Refresh inventory"))
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_page.Run(this, LoadInventory);
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GUILayout.EndHorizontal();
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foreach (var store in _stores)
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{
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GUILayout.Space(6f);
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_page.Label(store.Name + " (" + store.Slug + ")");
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if (store.Offers == null || store.Offers.Count == 0)
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{
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_page.Label(" no offers");
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continue;
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}
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foreach (var offer in store.Offers)
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{
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var slug = store.Slug;
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var offerId = offer.Id;
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var name = string.IsNullOrEmpty(offer.Name) ? offer.Id : offer.Name;
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var price = offer.Price == null ? "free" : offer.Price.Amount + " " + offer.Price.Currency;
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if (_page.Button("Buy " + name + " — " + price))
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_page.Run(this, () => Buy(slug, offerId, name));
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}
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}
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});
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}
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async Task LoadCatalog()
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{
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var client = Rudder.Initialize();
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_page.Log("Stores.ListAsync()");
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var stores = await client.Stores.ListAsync();
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_stores = stores ?? Array.Empty<Store>();
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_page.SetStatus(_stores.Count == 0 ? "No stores" : "Loaded " + _stores.Count + " store(s)");
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}
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async Task Buy(string storeSlug, string offerId, string name)
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{
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var client = Rudder.Initialize();
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_page.Log("Stores.PurchaseAsync(" + storeSlug + ", " + offerId + ")");
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var response = await client.Stores.PurchaseAsync(storeSlug, offerId);
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if (response != null && response.Success != true)
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throw new InvalidOperationException(response.Error ?? "Purchase rejected");
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_page.SetStatus("Purchased " + name);
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await LoadInventory();
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}
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async Task LoadInventory()
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{
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var client = Rudder.Initialize();
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_page.Log("Inventory.GetAsync() / Player.GetProfileAsync()");
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var items = await client.Inventory.GetAsync();
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var profile = await client.Player.GetProfileAsync();
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var text = new StringBuilder();
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text.Append("Wallets:");
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if (profile?.Wallets == null || profile.Wallets.Count == 0)
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{
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text.Append(" none");
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}
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else
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{
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foreach (var wallet in profile.Wallets)
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text.Append("\n " + wallet.Balance + " " + wallet.Currency);
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}
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text.Append("\n\nInventory:");
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if (items == null || items.Count == 0)
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{
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text.Append(" empty");
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}
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else
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{
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foreach (var item in items)
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{
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var name = string.IsNullOrEmpty(item.NameOverride) ? item.Slug : item.NameOverride;
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text.Append("\n " + name + " × " + item.Amount);
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}
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}
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_page.SetOutput(text.ToString());
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}
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}
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}
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